In my opinion*, the main thing that distinguishes magic from other superpowers is certain limitations, with some optional advantages. Compared to web-shooters or boot jets or optic blasts, magic nearly always takes longer, is more difficult, and often has costs or risks associated with it. Doctor Strange is always doing weird things with his fingers while he calls on strangely named entities from other dimensions. Zatanna talks backwards. At minimum I'd put Incantations and/or Gestures on magic powers, and I'd give Extra Time and Requires Skill Roll a long look.
On the advantages side, magic often looks and acts differently from other powers. Advantages like Invisible Power Effects, Indirect, and Trigger are especially fitting.
Even the powers themselves matter. Straight up EBs almost never feel like magic unless there's something very distinctive about them. Sorcerers should be looking at Transforms, Summons, Telekinesis, and other powers to distinguish themselves from run-of-the mill energy projectors.
This would probably not be enough detail for a Fantasy Hero campaign, especially one with multiple 'types' of magic. But for a Champions campaign it's plenty.